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cp_logjam (5CP)

Created 17th June 2014 @ 23:12

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ondkaja

IKEA

The sniper sightlines are very broken. You can with minimal effort, and protection from the team, completely shut down pushes. Talking mainly about these sightlines:

– log room to choke/cp3. Easiest sightline in the map pool, you can do so much from here with minimal effort since you are pretty hard to spot and even harder to get pressured off that position.
– Defensive sniper sightline from second. You can just stand far back on the right side on second and watch both choke and log room. If you get a call that they are pushing cave, walk 5m to the left and you can deny that push too. Hard to pressure out from this area unless you run a countersniper. Zzzzzzz.
– Sightlines into second from mid are also slightly broken. From both log room and choke you can see pretty much all of second point, or at least the relevant fighting area. If they hold close, stand far back in log room and wait for them to peek. Hard to deny this if the combo is in front of the sniper. The sightline from choke is okay on its own because you can pressure the sniper. The sightline from log room just eliminates this risk.

Overall, it’s just a map where you don’t necessarily need to be good at sniper to be viable as a permasniper, as long as your team protects you.

Regarding the forward spawn, the current position is “fine” but it slows down momentum by forcing the team pushing into second to either take the long route via cave (which you can still be denied from if the sniper takes some steps outside of spawn) or take risks and time spamming the forward spawn. This is not a good mechanic in Gullywash and it is even worse in logjam.

About the door to last, it’s VERY tight and really only viable to do uber exchanges from. If you have uber advantage you can the opponents will have a pyro ready to deny you, but it’s harder to kill the pyro on this map because the medic doesn’t really take that much of a risk keeping the pyro buffed since the spawn is just a few meters away. That, and the pyro literally blasts you into the ceiling before the shutter door, which makes the door shut, so often you can’t even get into last to even kill the pyro. Pushing this door is just not worth it unless you have a player advantage.

Oh and doublemixes play very differently from team pcws, and this map is in a stage where doublemix feedback is not worth much.

doks

On last:
Maybe move the upper door where the window is and put a window where the door is now? So you don`t have to walk around a corner and make it easier to push from there ?
I think this would make the shutter door more viable and it would work more like on gully and snake. Now it feels like a pyro can do way too much work there :(
And your opponents would not be able to call your positions years before you have pushed…

http://i.imgur.com/uHSMIIK.jpg
http://i.imgur.com/UecUYeg.jpg

epic paint


Last edited by doks,

peezy

theres still clipping issues or whatever youd want to call it in choke making gay fucking spots 100 meters above the ground possible. accessible via doublesticky/wallpogo jumping up.

nice update

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Raptor

BTWFC
S-O

Quoted from peezy

theres still clipping issues or whatever youd want to call it in choke making gay fucking spots 100 meters above the ground possible. accessible via doublesticky/wallpogo jumping up. nice update
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 http://prntscr.com/6677q4
 http://prntscr.com/6677×2
 http://prntscr.com/66783a
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this isnt hyce fault, thats the engine that you can stuck to diagonal wall
stark made a video about it: https://www.youtube.com/watch?v=EWYStOCoyps

 you can get stuck on any diagonal wall (including playerclips) by holding the movement keys into the wall while facing in a certain direction

quote from stark


Last edited by Raptor,

Hyce

Raptor is correct. Choke is littered with diagonal clipbrushes because of it’s shape- if you find the right balance of WASD you can get stuck in a lot of stupid places there. That’s just how the fucking source engine works, unfortunately. As far as I know all real surfaces you can stand on are clipped off above choke. I’ll work on something to optimize the clipping for next version anyways.

Ondkaja, I wasn’t speaking 100% from doublemix feedback. I’m well aware that most of that feedback is no longer helpful. I’m talking about what I’ve seen from S19 and the ozfortress tournament on it.

I like the idea of rotating the door to make it easier to push in, but that would make another gay sniper sightline. I’d have to re-route the upper hallway a bit to make it work, which might not be worth it.

doks

The sight line is there, but its not worse then some of the others… teams can avoid it by going into lobby from main and not through balcony or whatever you wanna call it. And someone would have to open the door for the sniper [granary much ? ahhh i miss granary] or he would have to stand himself at the door and risk getting picked.

Now you can get shut down easily by well spammed stickies and a pyro at the door


Last edited by doks,

Hyce

So Fuxx told me that in a scrim he had a buddy go to offclass as spy and wanted to change class in the blue 2nd forward spawn, and he died upon doing that.

I looked at the map and one of the respawn room brushes is missing from the blue forward spawn on mid. If you’re on blue team and you have to change class/backspawn from the 2nd forward spawn, you’ll be fine if you walk into the door and are on the left side of it. The trigger doesn’t get all the way to the right side of the door. Must’ve missed it in the clusterfuck of entities, apologies. Just be aware of that, I don’t want people losing things for no reason.

This is on b19 only, blue 2nd forward spawn (the one on mid)


Last edited by Hyce,

Meeto

Why is b19 the official version again?

doks

Quoted from Hyce

So Fuxx told me that in a scrim he had a buddy go to offclass as spy and wanted to change class in the blue 2nd forward spawn, and he died upon doing that.

I looked at the map and one of the respawn room brushes is missing from the blue forward spawn on mid. If you’re on blue team and you have to change class/backspawn from the 2nd forward spawn, you’ll be fine if you walk into the door and are on the left side of it. The trigger doesn’t get all the way to the right side of the door. Must’ve missed it in the clusterfuck of entities, apologies. Just be aware of that, I don’t want people losing things for no reason.

This is on b19 only, blue 2nd forward spawn (the one on mid)

happened to our roamer yesterday on official. Changed to spy = died.

AB

spy class is the (new) devil?

Hyce

This is actually just my secret ploy to fuck with sideshow.

Hyce

Well, Logjam’s second week is coming to a close.

Did you guys like it better a second time around, more than S19?

What are the biggest issues still?

What areas need the most focus- Mid? 2nd? Last?

Any bugs?

My plan is to make one more beta version in between seasons with changes to kill the last of the issues (whatever they may be) and then go RC afterwards for S21.

Larath

/gE/
GoodE

Quoted from Hyce

Well, Logjam’s second week is coming to a close.

Did you guys like it better a second time around, more than S19?

What are the biggest issues still?

What areas need the most focus- Mid? 2nd? Last?

Any bugs?

My plan is to make one more beta version in between seasons with changes to kill the last of the issues (whatever they may be) and then go RC afterwards for S21.

my personal isssue with logjam which in general I love btw! was pushing last was incredibly hard for atleast my team, just seemed so easy to defend it, some sniper sightlines are too good still, but we didn’t play teams with overly abusive snipers so that didn’t come into play during our official.

I think I prefered last seasons version but I didn’t feel like this version was bad either, I liked mid better on the old one but second and transitions out of and into mid was better.


Last edited by Larath,

MEGAMIDDIE

PINT

I like it, the mids really good now


Last edited by MEGAMIDDIE,

Zebbosai

This version is so much better, but as the guy said above me pushing last is so hard i think everything apart from last is good


Last edited by Zebbosai,

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